Built by players who got tired of the same dungeon twice
Majestic Mind Games started in 2024 in Riyadh. Three people who had collectively played more roguelites than was probably healthy, and kept running into the same design ceiling: procedural generation that was really just shuffling from a fixed deck.
We set out to build the thing we wanted to play. A dungeon that uses machine learning to compose itself from grammar rules, not templates. Enemies that are generated from trait pools, not prefabs. Runs that are genuinely unique, not just rearranged.
Lujain Albukhari founded the studio after years designing game systems and studying how AI behavior trees change moment-to-moment combat feel. Omar and Priya joined shortly after. We have been building in public ever since.
Quick Facts
Every run should surprise you. We use AI to make that promise technically true.
Most procedural games feel random, not surprising. There is a difference. Surprise requires contrast, pacing, and memory of what came before. We use level grammar rules and a seed-based AI to produce dungeons that have those qualities, not just the appearance of them.
We build in public because the problems are interesting enough to document, and because small studios benefit from the community catching our mistakes before we ship them.
The Team
Three people building one game, doing most of the work twice because the first time teaches you why the second approach is better.
Lujain Albukhari
CEO & Co-Founder
Focused on game systems design and procedural content generation, with years spent studying how AI behavior trees change moment-to-moment combat feel. Founded Majestic Mind Games to apply runtime AI to the part of roguelite design that most studios leave as static templates.
Omar Siddiqui
Lead Systems Engineer
Game engine specialist with deep focus on performance-critical real-time systems and procedural generation infrastructure. Leads the dungeon assembly pipeline and the runtime AI that builds each layout from scratch on every run.
Priya Natarajan
AI & Design Lead
Researcher and designer focused on enemy behavior modeling and reinforcement learning applied to game AI. Responsible for the trait pool system that drives how enemies are composed and how they adapt to player patterns.